Combat Improvement Hack
Release date: Feb 09, 2023
Author: Amso71
Download: v1.1 (287 downloads)
Genre: Improvement [?]
Game: MZM
Difficulty: Vanilla [?]
Average runtime: 1:09
Average collection: 39%
Read Me: [None]
Forum Thread: v1.1
Rating: Pending
Description
Metroid: Zero Mission - Combat Improvement Pack

The Combat Improvement Pack is hack of Metroid: Zero Mission that aims to rebalance aspects of the original game that
diminished it's potential for better combat. This includes nerfing overpowered items, buffing underpowered items, and adding
Metroid Fusion's charge beam mechanics back into the game, courtesy of raygun and biospark. Contact Amso#0765 on Discord
to give feedback or suggestions for a future update.
Made with MAGE.
Note: The "Zero Mission - Better Combat Pack" IPS file is just version 1.0. So if you want the newest and most up to date
version, just use the v1.1 IPS file.

Credits
Amso- Damage and Health Edits
raygun- Charge Flare ASM
Biospark- R Shot ASM, MAGE Program
Screenshots
Screenshot
Ratings and Reviews
By Cosmic on Mar 12, 2023 (Star Star Star Star Star )
39% in 1:09
[Watch Video]  
[v1.1]

's 'aight.

To preface this, I took intended route (kraid first) and ended the game with all majors, 6 e tanks and 95 missiles. I skipped super missiles and power bombs for spice.

To put it simply, it doesn't feel like a whole lot was changed.

+ Boss HP is increased which made Kraid, Ridley, and Mecha more fun. Mua's buffed HP made him overstay his welcome a bit, though that may possibly be my fault due to running out of ammo and underutilising charge beam.
+ Halving super missile damage is an unexpected but good idea for balance considering how fast they shoot.
+ R shot is always good.
~ Charge beam damage is also increased but with all enemies dying in less than 3 hits anyway it didn't feel very impactful outside of the Mecha fight where I ran out of missiles.
~ I really liked the addition of raygun's flare asm without the Fusion beams, though it feels far weaker compared to Fusion's due to dealing less damage and missing the satisfying impact effects fusion has.
- Upping power bomb damage to 50 is an unnoticeable change due to how already easy it is to kill enemies and the enemies it would be useful on not being weak to them. Nintendo really did power bombs dirty in this game...

Some suggestions:
• In addition to increasing damage and HP values, also look into manipulating enemy AI themselves to be more aggressive. For example, changing Ridley's damage before aggro threshold, or skipping certain difficulty or item collection checks to make bosses like Kraid and Mecha harder.
• Add hard mode to the default difficulty select, so you don't need to unlock it first by beating the game.
• Increase the damage of charge flare itself.
• Add the power bomb weakness to more enemies.
• Consider manipulating weapon cooldowns and on-screen projectile limits for further balancing.
• Buff the damage of bombs and maybe nerf the damage of un-charged beams.
• Get rid of the "free charity varia suit" to make end game slightly more difficult for people who skip it.
• Make mother brain weak to charge beam (but not un-charged beam) if possible.
• Add ability toggling in status screen.

Overall, I'd say this hack is worth a shot if you miss Fusion's R-shot and C-flare, or you find the game too easy, but you may not be satisfied enough to play it again.

Finished.
Recommended.

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